During Combat Trouble begins by creating separation between herself and the bad guys with FIDO and mounted combat. She identifies the biggest threats to her loved ones, then uses smite evil on the strongest evil opponent that threatens them. If she is confident she will win the battle, she continues to shoot the BBG with arrows while maneuvering to prevent melee contact until she is out of arrows. She only closes if she has to.

Weapon and Armor Proficiency: Trouble is proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. As a move action, concentrate on a single target within 60 feet and learn everything as if having studied it for 3 rounds. -NERFED: can’t use as detect outside of combat.

Aura of Courage (Su): Trouble is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): Trouble is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance. Her caster level is equal to her paladin level – 3.

Favored Terrain (Ex): Trouble chooses a favored terrain from the ranger favored terrains table. This ability otherwise functions as the ranger class feature of the same name. This ability replaces the mercy gained at 3rd level. Every time a holy guide would be able to select another mercy, she can instead select another favored terrain and increase her bonuses for one existing favored terrain, just as a ranger can.

Underground (caves and dungeons)

Ranger Favored Terrain (Ex): The ranger (Holy guide) gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger (Holy Guide) traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Channel Wrath (Su): When an oathbound paladin reach 4th level, she can spend two uses of her lay on hands ability to gain an extra use of smite evil that day. This ability has no effect for a paladin who does not have the smite evil ability. This ability replaces channel positive energy.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.

Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.

Guiding Star (Su): Whenever you can see the open sky at night, you can determine your precise location. When the night sky is visible to you, you may also add your Charisma modifier to your Wisdom modifier on all Wisdom-based checks. In addition, once per night while outdoors, you can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell’s casting time or level.

Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.

Haunted: (Effective Level 3) Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add Mage Hand: and Ghost Sound: to your list of spells known. At 5th level, add levitate and minor image to your list of spells known.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.

Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Combat Gear, Magic Items and Money

Apprentice Cheating Gloves: Slot: Hand; Aura: faint transmutation; CL 3rd; Weight: — These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand and prestidigitation at will.

Hit Dice:

Bio:

BIOGRAPHY:
Left on the doorstep in a small basket when an infant. No one knows where the baby came from or the circumstances that lead to her being left for her family. (Fey Foundling)

Growing up She has been happy and laughs at almost anything. She has always been aggressive defending her friends and has shown a knack for being anywhere that trouble happens… hence her nickname of “Trouble”.

Even as a small girl the bigger kids knew not to mess with her friends. There were several incidents where she lost the fight but won the war because the bullies knew that she would always mess them up regardless of consequences to herself if they went after her friends.

Trouble has “a beautiful soul” and wound up in the church of Desna. She has dedicated herself to protecting those she loves from the dangers of the wilderness around them. (Holy Guide)

As can happen with those that love to deeply, Trouble has a focus of will to eliminate threats that can be terrible to behold. (Oath of Vengeance)